A strategy / walkthrough guide written by marshmallow
for the Gamecube title...
___ _ _ _ ___ _ _
| _ \___ __(_)__| |___ _ _| |_ | __|_ _ (_) | Version 1.0
| / -_|_-< / _` / -_) ' \ _| | _|\ V / | | Date: 5/26/02
|_|_\___/__/_\__,_\___|_||_\__| |___| \_/|_|_|
R E B I R T H
Chris Redfield Walkthrough
Scenario: "HARD"
New horrors in old places. Old horrors in new places. Powers yet to be
unleashed, a motley crew of dogged heroes, and a mansion full of bloodthirsty
genetic bio-weapons in ridiculously over extravagant Gamecube glory await you
in this, yes, BRAND NEW (or close enough) Resident Evil game...now was that a
run on or what?
But this isn't just any lame-brain, shabby, thrown together or stolen
walkthrough! Oh no! That would be far too simple...
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0. TABLE OF CONTENTS
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1. Introduction
2. Meet the Star
3. Guests for Tea
4. Chris Walkthrough
- Chapter 1
- Chapter 2
- Chapter 3
- Chapter 4
- Chapter 5
5. Variable Tree
6. Ammo List
7. Revision History
8. Legal / End Notes
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1. INTRODUCTION
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Summer, summer, free from the toil of school and life. Free to write, free to
play. Free to entertain you all night and day! I wanted to come back with a
Nintendo game. Preferably one that's not Dr. Seuss. Resident Evil: Rebirth
just seemed appropriate. Problem: too many walkthroughs. Problem: too many
n00bies. Problem: Nintendoholic blatantly stole my trademark layout because
he's too lazy to make his own (imitation is the sincerest form of flattery and
all of that I suppose). Problem: Quizmaster seriously used up all my ideas in
terms of funny "ha ha!" jokes to use throughout the game and wrote a quality
Jill guide! No fair!
But there's still one last refuge left for a washed up writer like myself. A
foreboding, empty corner where only two things are evident: Chris Redfield is
the star. And his game makes the n00bies cry to Mommy.
I'm there.
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2. MEET THE STAR
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Chris Redfield! he's our man, if he can't do it, no one can! Unfortunately,
not very many people enjoy his game. Why? Well....
CHRIS REDFIELD SUCKS BECAUSE....
1. Six item slots compared to Jill's cavernous eight. Forget using herbs.
2. Instead of using a pin like the master of unlocking, us poor Chris players
must collect 'old keys' to open up locked doors.
3. No grenade launcher.
4. Can not collect the shotgun early like Jill can. He has to lug around the
broken shogun and make like Indiana Jones with the switch-a-roo (unless you
enjoy becoming pizza).
On the otherhand...
CHRIS REDFIELD ROCKS ALL BECAUSE...
1. Chris is nearly twice as strong as Jill. Proof: Jill can only survive one
super lunge from the Tyrant 2. Chris can survive two, and he'll still have
life left for a small smack! Chris can take some serious abuse. This makes
up for the lack of room for herbs.
2. Chris can get out of a zombie's grip faster than Jill can in most
circumstances (keep tapping 'A' and rolling the stick).
3. Rebecca Nurse is better than Barry in that she will heal you completely in
certain locations.
4. Hand grenades anyone? This is easily the best defense weapon. Instant
decapitation for zombies and (if you can get them to grab you) Hunters.
Sweet animation, sweet result. I'm dying of a stomach ache over here.
5. Old keys are very close to where they are needed and, in fact, add depth to
the game because you get to explore exotic, fun filled places (like the
bathroom for Jill is optional; here, giving a Zombie a bath is needed).
6. Shotgun rapage. Chris gets more shotgun ammunition than Jill AND can easily
acquire the assault shotgun, which is an extra 10 rounds for free, fires
faster, and is about 1.5x as powerful. This makes the old shotgun look like
a corkgun. Bring out the boom stick baby!
7. Chris doesn't have tantalizing breasts or an ass to stare at while climbing
high ladders. This makes it easiest to concentrate (uh huh!).
8. No matter what, you get to see Wesker skewered by his own creation like a
speed induced Mexican kid killing his pinata with a shish-ka-bob spike. No
more of that "Premature!" and silly slapping aside stuff.
IN CONCLUSION...
Chris's game rocks! The only reason to play Jill's game after becoming
familiar with Chris is to do speed runs (or to be a pervert). The grenade
launcher, frankly, makes the game super easy even on hard, because it has
about the same power as a magnum. Chris, on the other hand, only gets the
magnum and shotgun. So let's rock this crap!
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3. GUESTS FOR TEA
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Zombie: This is what happens when your regular jo-shmoe is infected with the
T-Virus, a rotting walker of death with a taste for warm flesh.
Zombies make their main mark in the first half of the game, but then
quickly diminish in number once you start acquiring heavy firepower.
However, until then, all you have to defend yourself from their
rotting teeth is a pistol and any knives or hand grenades you can
find.
There are three ways to deal with zombies. (1) The hardest but by far
most economical and reasonable way is to avoid them. There are several
ways to do this...if you are in a tight space, try to lead the zombie
to one side of the hall. When they are about to get you, run on the
opposite side. Always remember: you can touch their back or side, just
don't get near their outstretched arms. That's when you get trapped in
their grip! If this happens, tap A and furiously wiggle the control
stick, this way you can get free as fast as possible. Sometimes you
can run by their arms and they won't grab you, but it's risky.
(2) Pump them full of pistol rounds until they fall. This is the most
common in tight hallways or areas in which dodging them is made all
the more difficult by the surroundings. Once they fall quickly run by.
Most zombies only take 4-5 bullets until they trip over themselves.
Also, if you're really caught offguard by a zombie, aim down at their
legs. Sometimes only one shot will cause their knee to give way! AND
if you blow their knee cap out (you'll hear a loud splat noise) they
will die instantly and NOT turn into a Crimson.
(3) Shoot them until they die. With the pistol, this can take an
insane amount of bullets (almost a clip) due to their immense strength
as opposed to other RE titles. This is also a VERY bad idea unless you
decapitate them (with the pistol it is pure luck, with the shotgun it
happens about 8/10 times if you aim up at their melon head). Why?
Because later you'll have to deal with Crimsons (see below), which
aren't very good at tea parties.
An interesting note about zombies in this game is that they can follow
you...e.g. sometimes if you run in another room they will burst
through doors and chase you down! This happens frequently in the first
half of the game.
* * *
BUT, overall, I find that capping zombies in the leg is the best
strategy with the pistol. With only 2-4 shots the zombie will usually
fall or at least stop in its tracks, allowing you to run by. And about
1/3 of the time you will blow their kneecaps out, meaning they die
instantly and you won't have to worry about Crimsons. The chance of
blowing their knees out seems much higher than getting a headshot!
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Crimson: Crimsons, code name V-ACT, are zombies that have fallen and have
metamorphisized like a butterfly. But the end result isn't too
pretty...Crimsons are superficially about the same as zombies, but
with small differences. For one, they have lost most of their flesh.
Also, their skin is reddish, especially their head which appears in a
dark red, almost purple tone (Durrr, maybe the color of crimson?).
The most obvious change are their foot long claws dangling from their
arms.
Crimsons do not resurrect after a certain amount of time, only after
a certain event. For example, any zombies dead when you acquire the
Armor Key will become a crimson. Later in the game, you can exit/re-
enter a room and any zombie that died will be a crimson instantly.
Whatever the cause, you want to put them down fast. Crimsons do twice
the damage of a zombie and can run as fast as you, and will chase you
up staircases and all over the place. A shotgun shell to the face is
the best antidote, sending his red head rolling across the floor like
a bowling ball. Crimsons, once killed, are dead for good.
Note: to make sure a Crimson does not resurrect, you must decapitate
or burn the original zombie. Burning is out of the question: Chris
has no grenade launcher and no time for silly fuel! So just run past
zombies and if you happen to knock a head off trying to get by, well
just giggle like a schoolgirl and move on.
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Cerebus: By their appearance, I'd say these mutts want their doggy-chow and
they want it NOW! Flesh falling off, inflamed eyes, and a taste for
delicious flesh drives these four legged zombie dogs to annoy the
living shit out of you as you attempt to make your way through their
areas. Chris can take a ridiculous amount of hits from a dog and
still be in fine mode, unlike Jill. Throughout the entire game you
only have to kill the dog that has the collar around his putrid neck.
Every other cerebus can be avoided by running in a zig-zag pattern.
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Crow + Bee: More annoying than dangerous, these T-infected vermin will swarm
and bite/sting constantly. However, running full tilt usually
leaves them in the dust. You'll find that bees can be taken care
of in a special way! Ooooh Orken man!
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Adder: Tiny poisonous vipers that rain from the sky or waft in the water,
Adders tend to find some inexplicable way to poison you even if you're
no where close to them. Shrugging in confusion and using a blue herb
that is always near by is the best answer. Don' even bother to kill
these waste of polygons.
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Neptune: A great white with a nasty infection, they reside in the aqua ring
and will chase you in an attempt for some delicious Chris chyme!
Don't bother shooting at them; you'll get yours when you drain their
life source. Ho, ho, ho!
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Woolies: Woolly tarantulas with a poisonous grip! Terrifying, until you
realize their AI is broken. Feel free to run by their gaping jaws
and watch in wonder as they sit there, doing their spider thing,
spinning their spider web. Yawn!
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Hunter: These bad boys are the cream of the genetic crop. Engineered bio-
weapons meant only for one thing: killing. These guys remind me of
velociraptors from Jurassic Park: they emit a bone chilling shriek and
then leap 20 feet across gaps or stair railings! A hunter can kill you
fast with a leap to your head, usually ripping out the jugular with
their huge, curved claws. However, armed with the boom stick, these
guys will fly. 2-3 shells will put them down for the count. However,
be careful and try to do this from a distance. Sometimes a hunter will
not stall from the power and will keep running or jumping at you
regardless! Once a Hunter is air-borne MOVE because they can not be
stopped and your health will be evaporated. One magnum round will kill
them if you're desperate.
Hunters appear in the mansion after plant 42 is killed. They also
infect the Catacombs.
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Chimera: A grotesque splicing of human and insect genetic material results in
this terrible abomination. Chimeras hide in vents until you run by,
then they spill out en masse and tear you apart with long, sickle
tipped arms. Solution? RUN! The streams that come out of the vents
are INFINITE anyway. The only chimera you have to kill is the one
near the area you plug the power capsule into.
Note: Chimeras love to dangle on the ceilings and begin to strangle
you! However, let yourself get caught in their arms and a grenade
will result in quite a funny death animation.
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Bosses: These guys aren't too nice. You'll find giant Mario style piranha
plants, Anaconda-esque size snakes, Jaws's grand daddy, and the
ultimate killing machine meant for military application in a new world
order. I will discuss them individually in the walkthrough as I come
to them.
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4. CHRIS WALKTHROUGH "HARD MODE"
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I'm going to assume you know the layout of the mansion fairly well and
understand how to access the major items of the game (otherwise how did you
get all the way to hard mode?). However, there's one thing you must realize
when following my walkthrough: NEVER EVER pick something up unless I say it's
OK. I will hold your hand the entire way so don't worry, everything I say has
a logic behind the insanity (usually). With that said, pick hard, pick Chris,
and SPARKLE! SPARKLE! Off we go...
The game can be divided into five recognizable and logical parts. The first
piece of pie has been served...
==============------------------------------------------------================
************ Chapter One: The Spencer Mansion ***************
************ ------------------------------------------------ ***************
************ / \ **************
============= ===============
In my humble opinion this is the most difficult part of Chris's game. Lots of
items to collect, few inventory spaces, TONS of difficult zombies yet a lack
of ammunition and herbs. However, with this walkthrough you'll be much better
off, especially in terms of running out of space.
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Collecting the "Handgun":
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Items we will find:
Handgun
OK, I'm confused...in the introductory cinema Chris saved Jill with his
pistol. Now he doesn't have one? That makes a lot of sense! Anyway, I'm going
to assume you have the rocket launcher (since it can't be turned off once you
earn it) so this walkthrough will take that into account. It shouldn't be a
problem -- JUST DON'T USE IT! Have some self respect. Don't worry about it
"stealing" a space from you...without the rocket launcher you'd have the knife
anyway.
Chris starts off in the dining room. Run along the table and open the door,
then turn left. This triggers the movie of the zombie tearing Kenneth limb
from limb -- insert your tail in-between your legs and run! Go all the way
back to the dining room, and exit into the FOYER. This is the main hall of the
mansion. After another cinema, the HANDGUN will be right in front of you.
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Collecting the "Swordkey":
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Items we will find:
Golden Arrow
Handgun clip
Arrowhead
Book of Curse
Sword Key
Return to Kenny's body, the zombie is gone for now. Enter the door, run
through the raven room (ignoring the herb), run up the stairs, and enter the
yellow hallway. Run past the mirror, the fat/bald zombie is easy to get past
because he's facing the wall. See that nice, shiny item sticking out of the
statue? Tap it for the GOLDEN ARROW. Once you see the handgun clip get ready
because a zombie will be shambling from around the corner -- 4-5 rounds will
make him fall, so quickly collect the clip and enter through the top door (the
other is locked from the other side).
You now stand in the second floor of the dining room. Return to the foyer
through the double doors. Go down the staircase and enter the small door at
the top of the stairs to enter the graveyard. The first zombie is avoided by
running around the long way, or wherever his long arms aren't pointing.
Quickly run up to the edifice, go to the inventory screen and examine the
golden arrow to get the ARROWHEAD. Use this to open the secret door in the
grave, run down the long stairs, and collect the BOOK OF CURSE in the flame
crypt. Examine the book and twirl the view so you can see the backside -- pull
the key from the back. This is the SWORD KEY.
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Reaching the first "Safe Room":
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Items we will find:
Dagger
Old Key
Chemical
Quickly run back up the stairs, away from the fire crypt. Nine out of ten
times the zombies will be nice and allow you to run through without a hassle,
but if they want a hug you may have to knock them down with some pistol
rounds. Regardless, run back into the foyer.
Run down the stairs to the ground level, run to the right and into the double
doors. This is the art room; ignore the map and the dagger in the back room is
usually used on the zombie that comes to get you, so I skip it. Unlock the
door with your shiny sword key of justice to enter the checker floored hallway
(AKA dog hallway). No dogs for you, however, unless you come in the other way.
The first piece of furniture can be moved to get a valuable DAGGER. Everything
else is empty so run to the end...
The metal door to the left is locked. Solution? Bathroom! We need a break
anyway. Unplug the tub to let the water out and oh my dear my little Louie! A
zombie falls out. As you regain control run to the tub, search for the OLD KEY
(everyone's favorite item), do a 180 spin and GET THE FARK OUTTA THERE! No
need to even shoot that zombie once. Unlock the metal door and enter the
outside garden. Collect a green herb and the red herb and make an ultra herb.
Collect the CHEMICAL (full inventory) and enter the mansion again. Run all the
way down the hall (the zombie from the bathroom will break out, but don't
worry we won't see it the rest of the game) and all the way to the end where a
set of double doors await! Through them, open the door on the left.
Welcome to the eastern stairwell. Nice and bright from the chandelier and the
lightning helps as well. From here everything on the east side of the mansion
is accessible, more or less. The door you just came in from is funny. If you
go back through (DON'T) two times the doorknob will break, which means you'd
have to go the long way. But getting to the point...go forward and quickly run
past the zombie in the center and into the safe room underneath the stairs.
OK we're in the safe room, now what?
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Collecting the "Armor Key":
------------------------------------------------------------------------------
Items we will find:
Old key
Handgun clip
Dog Whistle
Collar
Coin
Imitation Key
Green Herb
Armor Key
Safe room again remember? Well first off go to the magic box and dump off the
rocket launcher or knife (whichever you have), ultra herb, and chemical. Pick
up the old key on the table, ignore the fuel canteen, we don't have the space
or the time to be bothered about burning zombies. Leave with the following:
1. Handgun
2. Handgun clips
3. Sword key
4. Old key
5. empty
6. empty
As you exit the safe room hug the wall and run down FAST! You will barely miss
the zombie's arms. Run up the stairs and turn right, peeking around the corner
to get the zombie's attention. As he sees you do a 180 and run back to the top
of the stairs, then shoot him until he falls, then run by fast. Open the door
behind him to enter the red hallways (AKA Richard hallways or U corridor). A
zombie will be right on top of you. Wait until he turns in your direction,
then run straight to the wall your character is facing and run along his side
to avoid his arms. Open the door at the end to enter the study, collecting the
shiny DOG WHISTLE and the not so shiny handgun clip near it. Exit the same way
you came in.
As you get back into the red hall, you will see the zombie's back, and he is
slowly turning. Run along his backside and go all the way and turn the corner.
Begin shooting a zombie you can't see until you hear him fall, then go all the
way to the end. Open the door using the sword key and VOILA! We're back in the
foyer, second floor. Continue across, open the double doors, and we're on the
balcony to the dining room. Go up and unlock the far door, again using the
sword key.
This is the WESTERN STAIRWELL! Unlike the eastern stairwell it is dark and
gloomy. With the power of the old key, you may open the way to the dog
terrace. If you need so, use the herb patch, if not let it be. Run until you
see the stairs going down...don't go down them, but continue until you see a
door. Unlock it, then turn a 180 and blow the whistle via your inventory. Two
canines thirsty for human delight will come romping in...begin shooting your
pistol before you see them for maximum damage before it comes for melee
battle! And this is a nice spot, because the dogs will get stuck on each
other. Once they are both dead pick up the shiny, sparkly item to collect the
DOG COLLAR. Run back to the herbs, refresh yourself, and go back into the
western stairwell. Discard the dog whistle as prompted.
Knock down the zombie to get past, retreating slightly if necessary. Go around
the stairs, ignore the door, and unlock the door at the end. We are back
inside the yellow corridor...go past the mirror, ignore the herb, and open the
door at the end (don't even bother trying to fight the Crimson that awakes).
As Quizmaster noted, this is the overly ambitious and waste-of-cash trap o'
death! This should be familiar by now. Jack the ARMOR KEY, examine the collar
to get the coin, examine the back of the coin to get the IMITATION KEY, slap
that in Indiana Jone's style and we are free to leave in one peace.
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Saving Richard darling:
------------------------------------------------------------------------------
Items we will find:
Dagger
Death Mask
Handgun clip
Jewelry Box
Old key x2
Serum
Exit the death trap into the yellow corridor, grab the herb, turn left and
FASTER THAN GREASED LIGHTNING open the door back into the western stairwell.
If not, prepared to get mauled by being in the center of a crimson/regular
zombie sandwich. Go down the stairs, evading the vomit zombie, and open the
door with your new armor key. This is what I call the dark corridors, which
happens to connect to the corridor where you saw the first zombie. Turn left
and open the door in the middle of the wall -- across from the tiger room --
to access the bedroom of some workers. Collect the pistol clip from the bed
and hey, someone is locked in the closet! Let's rescue them! *ambush by two
zombies* Well isn't that a dandy. You won't be able to avoid taking damage
from the first zombie unless you aim down and are lucky enough to hit his
knees enough, otherwise just let him nibble on you, then push him down and
quickly grab the old key from the closet. Do a 180 and with luck you won't get
hurt by the zombie near the entrance. Use the herb from the golden corridor to
heal.
Unlock the door at the end and you'll find yourself back in the first corridor
with Kenny's body. See the zombie in the distance? Shoot until he falls (about
1/2 the time I get a headshot for some reason) and run past, all the way to
the end, to get to the beautiful (but desperately in need of some MR. CLEAN
action) kitchen. Discard the sword key as prompted. Grab the annoyingly bright
SUPPPA SPARKLY old key from the shelf and attempt to exit back into the dark
hallways. A zombie will enter, and another will flank you from behind
(although he is a crawler). Don't even fire a bullet, just run back to the
crawler, back to the table, and wait for the upright zombie to choose a side.
Then you go around the other side -- simple eh?
Return to the foyer via the dining room. Go up the stairs and unlock the door
in the back on the second floor and collect the dagger on the bench near our
departed Forrester. Return to the foyer and enter the red hallways. Ignore the
first door and be careful of the zombie around the blind corner (lure it out
then drop it). Unlock the heavy metal doors with the Armor Key and be prepared
for a terrible puzzle...
push the statues back in a crazy random order!
Back right
front left
front right
back left slides into place
Trigger the switch and collect your prize: A JEWELRY BOX! Oh baby. Examine the
long sides to find switches, activate both to open the box and claim your
second prize of the evening: a death mask. Fun for the entire family! Exit
into the red hallway, return to the door I told you to ignore. Unlock it with
the armor key and you'll have an objective: save Richard by collecting the
serum! Which is in the safe room of the western stairs...no problem!
Steps back:
1. Run back to foyer
2. Run to double doors up top.
3. Go across the top of the dining room.
4. Voila!
Go into the safe room and collect the serum from the shelf after putting the
death mask into the box. Then go backwards and to Richard. After a series of
cinemas, you will be teleported across the mansion back into the safe room of
the western stairs...which is a GOOD THING.
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Rebecca needs her "practice":
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Items we will find:
Broken shotgun
Hand grenade
Death mask
Handgun clip
Music notes 2x
Moonlight Sonata
Rebecca will heal you, then you should do some item re-arranging. Leave with
the following items:
1. Handgun
2. Handgun clips
3. Armor key
4. Chemical
5. Old keysx2
6. empty
Exit the safe room and run in the opposite direction of the stairs, drop the
zombie, and open the locked door (leaving you one old key left). Inside,
collect the grenade and the broken shotgun. Exit, and use the grenade on the
zombie that is around the corner -- he is so tough and takes forever to knock
down it seems, and you'll keep coming around this area anyway. Go through the
door into the dark halls and go straight ahead, opening the door to the garden
area.
Put the CHEMICAL into the water pump and then feel free to collect and use a
herb with your free space if you need the health. When you're ready, turn the
switch to red and the mutant plant tentacles guarding the death mask will be
killed. Collect said mask and exit, backtracking to the safe room (keep
running even as the zombies break through the windows). Store the death mask
and broken shotgun into the magic box for later.
Climb the stairs, go around (dropping any would be threats) and return to the
foyer via the dining room balcony. Before that, however, find a way to push
the statue with the sparkling item off the side without the zombie messing you
up -- by this time in the game he will be waiting for you to come out the
western stairs door, instead of hanging around the statue, so it's cake. Drop
the statue and then continue to the foyer, 2f. Go across and enter the Richard
hallway and go to where Richard used to be, then through the next door. The
zombie here is almost impossible to avoid and a waste to drop, I just let him
nibble on me then throw him down.
Then there's the dark service room. Collect the handgun clip from the table
then use the lighter (Chris has it all the time, check the upper right of the
inventory screen) on the candle so you can examine things. Push the cabinet
out of the way and UH OH! The zombie from the hall came in! Quickly go behind
the cabinet and NOOOO! Another zombie! Lure this one out and play keep away as
you slowly wait for the zombies to move around the table until you can go back
behind the cabinet and collect the MUSIC NOTES from the shelf. You should have
one item space left (unless you have no reserve pistol clips). Quickly exit
this claustrophobic death trap. Use the herbs on the ground if you're in
caution. Return to the foyer.
Go to the ground level and enter the dining room, ignoring the sparkle from
the statue you pushed over the ledge. We'll come back for that much later in
the game. Instead, go into the Kenny hallway and shoot the zombie at the end
until he falls, then unlock the door on the left wall using the Armor Key.
This is the grand piano room! Push the shelf that sticks out so you can
collect the other MUSIC NOTES.
Combine with the other music note to form the MOONLIGHT SONATA. Stand in front
of the piano and use this and Rebecca will come. Since Chris is tone deaf it
is up to her to save the day!!! Oh wait she sucks as well. We'll let her
practice and come back later, maybe she'll get some l337 piano skillz. Or
something.
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Clearing out the East Wing:
------------------------------------------------------------------------------
Items we will find:
Bee Specimen
Bee Lure
Hook
Wind Crest
Death mask
Shotgun
Dagger
Herb
Red Herb
Your inventory should look like this as you leave the piano room:
1. Handgun
2. Handgun clips
3. Armor Key
4. Old key
5. empty
6. empty
Return to the foyer, climb the stairs, and enter the Richard hallway. Several
zombies will burst from doors, your job is to run if possible but if you need
to, drop them with the pistol to the legs (and I hope you have some defense
items). There's a LOT of zombies here...fight and scratch your way to the
eastern stairs. Instead of going down the stairs, open the door nearest it
using the armor key. Open the locked door with the last old key and enter the
lab.
Collect the hook from the far wall, then the bee lure (yellow) from the panel.
Combine these to form the bee lure. Do not hit the switch yet. Collect the
other red bee -- the "bee specimen." Put the bee lure where the specimen was
and put the specimen where the lure was resting. Now hit the switch, the panel
will lift, and the WIND CREST is yours for the taking. This allows you to get
the uber-powerful magnum revolver later. Exit before the single wasp stings
you in the balls.
Collect the red herb, then go to the other door to enter a bedroom. Circle
behind the bed and keep hitting the action button to acquire the herb
(impossible to see, but it's there). Combine red + green for an ultra herb,
then get the old key from the shelf. If you did everything correctly and in
the right order you will have enough space. Now return to the stairs, run
down, evade the zombie's grasp, and enter the safe room. Collect the handgun
clip and health spray (thanks Wesker). Arrange your inventory so it looks as
so:
1. Handgun (no extra clips needed)
2. Armor key
3. Old key
4. Broken shotgun
5. empty
6. empty
Evade the zombie again and open the door with the cracked door knob (ground
level). Go through the double doors in the foreground and enter the shotgun
room. Collect the dagger, collect the SHOTGUN (boom, boom, baby!) and put the
broken shotgun in its place. Retreat through the double doors and unlock the
door to the LIGHT PUZZLE ROOM EXTRAVAGANZA! This will also be, finally, the
death of the Armor Key as long as you used it on the door to the Forrest
balcony (Where Jill gets the grenade launcher). If you didn't do this, you're
terrible at following directions, should be shot, gagged, etc. Thankfully I
took the handgun clips out of the list...I thought a lot of people would mess
up like that. CUZ YOU SUCK!
Anyway...
We all know how to solve the light puzzle, right? If not...
Steps:
1. Turn the first painting RED.
2. Turn the last yellow painting GREEN.
3. Turn the second-to-last painting PURPLE.
4. Activate switch
Use the old key on the gate, freeing yourself of old keys forever. Then pick
up the death mask and stroll into the graveyard.
Hey, I wonder if Rebecca is done yet...?
------------------------------------------------------------------------------
Collecting the Final Death Mask:
------------------------------------------------------------------------------
Items we will find:
Emblem
Golden Emblem
Shield Key
Death Mask
From the graveyard head into the foyer, down the stairs, into the dining room,
GRAB THE EMBLEM, go into the dark hall, drop the zombie, and into the piano
room we go. After the hidden door opens collect the GOLDEN EMBLEM. Then
replace it with the regular emblem to escape. Return to the dining room and
put the golden emblem where the regular emblem rested above the fireplace.
With the power of pixie dust, the grandfather clock will open. Go over there
to investigate this, Dick Tracy style.
Another puzzle...that makes no sense. Random numbers time!
Move the LARGE gear to the RIGHT two times in a row. Then refuse to move
anymore. After some little effects and lightning, the SHIELD KEY is yours.
Go foyer --> Richard/Red/U hallway --> Richard's old resting place
Use the shield key to open the large doors, then discard as prompted. After
the awesome cinema showing Yawn, the giant, Anaconda shaming SNAKE OF DOOM AND
DESTRUCTION! He also enjoys walks on the beach. Simply run by and collect the
death mask of death (oh yeah) in the back corner. No need to fire a single
round.
DON'T get bit. If you do, you'll play as Rebecca and have to get Chris serum.
Which is really, really boring and a waste of time. So don't be stupid and get
bit, eh?
------------------------------------------------------------------------------
Collecting the "Stone and Metal Object":
------------------------------------------------------------------------------
Items we will find:
Shotgun ammo
Stone and Metal Object
Exit Yawn's domain, avoiding zombies, and go to the eastern stairs (bright
light!). Enter the safe room and set up your inventory as so.
1. Shotgun
2. Death mask
3. Death mask
4. Death mask
5. Death mask
6. Wind crest
Exit through the shattered doorknob door -- it is now broken from that side,
but it's OK because we don't need it anymore. Go into the light puzzle
painting room, graveyard, and down into the fiery crypt. Place the death masks
on the appropriate faces and the coffin will fall to reveal...
COFFIN HENRY?!
No silly goose!
ABRAHAM LINCOLN?!
No silly bear!
He's just the first Crimson Head ever (you'll get a note on this later). And
he's friggin' TOUGH. It takes three shells before he falls down, so you need
to be more mobile than in other difficulty settings. Strategy: fire one
shotgun blast --> run --> fire shotgun blast --> repeat
After four or five shells he will die, again. Actually that's his third time
dying (person -> zombie -> crimson -> really, really dead. Really!). Grab the
STONE AND METAL OBJECT from the coffin and hit the switch to open the exit.
As you reach the top, circle around to the adjacent area next to the fiery
grave entrance. This plot of land is seemingly empty, but some shotgun shells
are in the back corner. Keep tapping search, you'll get them.
WHATEVER YOU DO!!!!!...
DON'T reload the shotgun. Later we'll get a much better boom stick and any
shells in this weaker version can't be used in the newer one. So yeah...this
shotgun should have maybe one or two shells, depending on random chance. Go
through the light puzzle room, use the last shells to clear the zombies
blocking the metal door (DON'T RELOAD) and go through. Deselect shotgun so you
won't accidentally reload. :) Then insert the stone and metal object into the
hole to open the door.
==============------------------------------------------------================
************ Chapter Two: The Residence ***************
************ ------------------------------------------------ ***************
************ / \ **************
============= ===============
This stretch of Resident Evil is mostly puzzle related. The enemies are
sprinkled lightly, and most can be avoided easily. The amount of zombies can
be counted on one hand...the only thing to really watch out for is the final
boss for the section, plant 42!
------------------------------------------------------------------------------
Collecting the "Crank":
------------------------------------------------------------------------------
Items we will find:
Health spray
Hand grenade
Shotgun shells
Sun Emblem
Star Emblem
Moon Emblem
Magnum revolver
Square crank
We now stand in a gardener's shed. Pick up the health spray, hand grenade, and
the shotgun shells and go through the door at the bottom of the stairs. We'll
come back for the other door later.
We are now outside the mansion, otherwise known as the COURTYARD. How
quaint...what's to stop Chris from running through the forest and to safety,
again? I forgot...Anyway, the idea of this next puzzle is to control the dog
statues so they face opposite directions. To do this, make the red weather
vane face WEST and make the blue vane face NORTH. This is insanely easy to
remember due to the fact that they are both in the lower right hand corner
when you go to select it (weird!). Stroll through the now open gate.
This graveyard is infested with Hitchcock's favorite pet, but they'll prove to
be of little threat, mostly just cawing at you. Head over to the right hand
tombstone and insert the WIND CREST, forcing the tumbler to rotate, revealing
three more crests: SUN, MOON, and STAR. Take all of these and go to the left
hand tombstone. Open up your inventory screen and examine the backside of each
crest -- push all the buttons and protruding lines will extend, allowing these
crests to fit in the tombstone. After all the crests are fitted into the left
tombstone the tumbler will rotate, revealing the GODLY AND UBER
POWERFUL...revolver magnum. Don't plan on using it for quite awhile, however.
Exit through the gates.
After jogging the equivalent of a marathon, Chris reaches the mysterious Cabin
of mysteriousness! Although you should know who owns it ANYWAY. Maneuver
through the twisty path until you reach the magic box, put EVERYTHING inside.
Then do a 180, jump down, and collect the SQUARE CRANK from the woodpile.
Everyone's favorite item, right? EVER!
------------------------------------------------------------------------------
Reaching the "Residence":
------------------------------------------------------------------------------
Items we will find:
null
Ready for some serious running? I hope so! Break out the Gatorade action.
Run all the way back to the gardener's shed. Then open the double doors...then
run past the dogs, up the steps, and through the rusty gate. Next, run to the
pillar and insert that hot and heavy crank in the hole for some turning action
(this also drains the water). Climb down the ladder, run across, climb the
next ladder, and run to the elevator. Down we go!
I hope you're not winded yet. Pansy.
Run past the dogs, around the waterfall, and through the door. Then run,
Forest, RUN!!!! Down the path! Snakes will fall mysteriously from the sky but
that's OK, the Residence is up ahead...can you make it through the door? UhhH!
*collapse*
------------------------------------------------------------------------------
Collecting the "Control Room Key":
------------------------------------------------------------------------------
Items we will find:
Herb
Red book
First Aid Box - Mixed herbs
001 Room Key
Self defense gun
Control Room Key
Residence is soooooo easy compared to the mansion, you don't even need a gun.
Run to the far double doors, then run to the left (avoiding the giant spider
about to pounce) and pick up the herb. Go back and around, up the stairs, down
the middle stairs, and collect the RED BOOK and the first aid box. Examine the
top of the box to get a blue/green herb mix. Exit into the main hallway.
See the hole where the tentacle of PAIN AND ANNOYANCE comes out of if poor
Chris tries to cross? See the box that fits over the hole? I think it's pretty
easy to solve this "puzzle." Push the box over the hole, climb over the box,
and through the door.
I'll call this the twisty hallway. Mainly because it is...twisty...and stuff.
Go to the 002 room, go to the bathroom, collect the 001 Room Key, and exit
back into the main hall. Use the key on the...001 door? OF COURSE! It makes
sense almost. Before heading in, however, go to the safe room and grab the
hand grenade. Stroll on over to the magic box and leave with this...
1. Magnum
2. Red book
3. empty
4. empty
5. empty
6. empty
Head into the now unlocked 001 dorm room, where we're all familiar with the
scientist who shot his friend and then hung himself due to zombie infection.
Hey! Let's grab that gun, the "self defense gun." We'll need it later. Then go
into the bathroom, drain the water, and grab the CONTROL ROOM KEY. Bolt out of
this place as the zombies come to life...they will not follow, however. Return
to the 002 room in the twisty hallway.
------------------------------------------------------------------------------
Collecting the "Gallery Key":
------------------------------------------------------------------------------
Items we will find:
Green herb
Magnum clip
Assault shotgun
Gallery Key
Once in the 002 room, note the zombie that came out of NOWHERE. I blame the
Clinton administration. This zombie is brain dead (even for a zombie!) because
I can usually run right by his arms and I won't get grabbed. If not, your hand
grenade will rip him a new one. Push the bookcases out of the way and climb
down the ladder.
Welcome to the aqua ring! Now for a puzzle that a retarded orangutan without
hands could solve. Push the crate nearest the water into the gap. Then push
the 2nd closest crate into the gap...then the last crate into the gap. NOW YOU
CAN CROSS THE GAP! *audience gasps in amazement* Wait until you see the next
part.
Pick up the herb and enter the ring itself, you'll find yourself knee deep in
water. Richard (WTF is he doing here? And how?) will sacrifice himself so you
don't get eaten by Jaws's great grandfather. Well, technically it's the BIG
MAMA NEPTUNE! Quickly run around the ring to the first door you see. If you
get bit -- which you probably will unless you luck out -- use the green herb
to get back to fine. Enter the control room.
This puzzle is fun, and in hard mode it'll be cut fairly close.
Steps:
1. Read the white sheet of paper to get the correct valve number.
2. Go to the far window and attempt to drain the water.
3. Release the safety lock (console to the right).
4. Release the shelter mechanism by pulling down the lever on the console to
the left. This will fail.
5. Go to the oil pipes and turn whichever number was on the white sheet.
6. Release the pressure again.
7. Pull down the emergency shelter mechanism lever again. This will work this
time.
8. Go to the far window console and drain the water. Yay all the sharkies are
DEAD!
Exit through the door. This is a garbage dump, apparently. Before going to the
bottom of the shark tank be SURE not to miss the MAGNUM CLIP before the door.
It's sparkly as hell but can be confused for a reflection from the lights if
you run past without paying attention. Now, don't worry about the baby shark
that's flopping all over the place. Just laugh at its misfortune and pick up
the ASSAULT SHOTGUN next to it. This sexy thang is more powerful, shoots
faster, and holds 10 shells compared to the regular's six. Rock it baby, rock
it.
We all know about the BIG mama Neptune, right? Climb up, attempt to get the
key, it falls because of Neptune, push the console into the water, flip the
switch, watch Neptune become a main dish for Long John Silver's (we need some
hush puppies and those crunchy things and we're all set), then collect the
orgasmically refreshing GALLERY KEY.
Did I just say that? Nah.
------------------------------------------------------------------------------
Collecting the "Helmet Key":
------------------------------------------------------------------------------
Items we will find:
Insecticide Spray
Room 003 Key
Helmet Key
Backtrack to the trash room where you got the magnum clip and exit through the
metal double gate. Climb the tall ladder (I prefer Jill for this. Not sure
why...ahem) and unlock the door, dumping you to the ladder that leads back to
the Residence. Heading on up...
This zombie likes us and we can run past and have about 1/10 chance of not
getting caught. I wuv you too!
Open the gallery door with the gallery key, discard as prompted. Run through
the hornets, around the corner, and inspect the dead body to collect the
INSECTICIDE SPRAY. Run back to the curvy hallway and run all the way to the
end. Collect the map off the wall but do NOT look through the hole (trust me
on this one). Use the spray through this hole and all the wasps will die
painful deaths. That's what you get for being annoying fodder enemies...
All right then, the order of the day is to pick up the ROOM 003 KEY from the
wasp nest (near the dead guy that was stung to death). Use this on the...003
room door? Yes! Good job chimpy.
Go to the bookshelf and prepare for the greatest puzzle in Resident Evil
history. Pull the white book out and insert the red book (you've been carrying
it long enough). Notice the pictures on the sides? It's your job to rearrange
the books until they form the picture of a Roman style, naked woman. Nekkid
lady is right. If you can't do this without help you need to have a serious
talk with your parents. In the meantime...
(book at the left end is 1, right end is 8)
exchange book 1 with 4
book 2 with 7
book 3 with 8
Ta da. Your chronic masturbation delight. The shelf slides aside to reveal the
door to Plant 42's domain.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
BOSS FIGHT: Plant 42
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Run up the staircase directly in front of the single door (not near the double
door exit). At the top of the stairs equip the SELF DEFENSE GUN and wait until
you hear the plant's core open up, then run and shoot the single bullet (it
has the power of several magnum rounds), then select the regular magnum and
you'll be able to get at least one shot off. As the core closes run back to
the top of the stairs...you are safest in this corner as you wait for the core
to open again. 2-3 more magnum rounds will kill it. Using this strategy it is
entirely possible to not even get hit once.
Total: one self defense gun shot, 4 magnum bullets.
After the death animation (which is nice and juicy) walk to the fireplace and
collect your prize for the ENTIRE RESIDENCE SCENARIO....the "Helmet Key."
------------------------------------------------------------------------------
Returning to Spencer Mansion:
------------------------------------------------------------------------------
Items we will find:
Red herb
Blue herb
Shotgun shells
Dagger
Exit the plant 42 room via the double doors and pick up the red herb that's
right there. Rebecca will come out and unlock the chemical room and give the
option of healing you. Whatever you do, go back to the safe room at the start
of the Residence. Arrange your inventory as such...
1. Assault shotgun
2. Shotgun shells
3. Helmet key
4. empty
5. empty
6. empty
It's time to return to the mansion. Before leaving the Residence, be sure to
get a blue herb, because you will likely be poisoned on the way back. And if
not, just use it anyway. Better to be safe than sorry. Once back into the
gardener's shed you will get some shotgun shells and a dagger thanks to
Wesker. He also fixed the broken doorknob door by the east stairs! WESKER IS
THE MAN! Heil Wesker!
Go through the door...
==============------------------------------------------------================
************ Chapter Three: Return to Spencer Country ***************
************ ------------------------------------------------ ***************
************ / \ **************
============= ===============
This entire chapter can be done with only the shotgun and visiting one magic
box. Just listen to everything I say and it'll go smooth like butter and the
boomstick will be your new GOD.
------------------------------------------------------------------------------
Collecting the "Emblem Key":
------------------------------------------------------------------------------
Items we will find:
Dagger x2
Jewelry Box
Blue Gemstone
Shotgun shells
Red Gemstone
Broach
Emblem Key
As soon as we step into the mansion a Hunter bursts in behind us, two or three
shells will put him down. Thank god there's not such a thing as CRIMSON
HUNTERS! That'd be fun though. Enough rambling, go into the LIGHT PAINTING
PUZZLE ROOM and go into the graveyard. Head into the foyer, go down the stairs
to ground level. Unlock the door next to the art room (double doors) using the
Helmet key and head inside, revealing another quasi-art display. Maneuver
through the tangled path of objects and go through the hall to enter a mirror
room with a single zombie. I prefer to ignore him, but a decapitation can be
fun for all. Pick up the dagger and JEWELRY BOX. Ignore the herb unless you
need healing for some reason. Exit back into the foyer.
Enter the dining room and collect the BLUE GEMSTONE that we knocked over the
edge a long time ago. Enter the dark hallway and go to the tiger room and
insert the gemstone into the tiger head, revealing some shotgun shells (you
should have almost 30 by now! This sounds like a lot but it'll just be enough
for this entire chapter). Exit the tiger room and go into the WESTERN
STAIRWELL (decap the zombie blocking the door).
Go up the stairs, go right, and unlock the door using the Helmet key. Inside,
turn off the lights via the light switch and collect the dagger from near the
yellow gem (the other sparkly is a useless handgun clip). Push the cabinet
against the red eyed moose head and then run to the other side of the room,
allowing the security cameras disguised as eagle statues to focus on you. Now
run UNDER them, climb the cabinet, and collect the RED GEMSTONE from the moose
head. If you do this too slow you'll need to try again...running under the
eagles make them ignore you.
Open up the inventory screen and combine the red gemstone into the jewelry
box, opening up a nice little puzzle. I'm gonna be an ass and just say to use
the puzzle solution graphic in GameFAQs...no point in wasting my time with
crappy ASCII solutions. :)
Once opened up, you receive the broach. Examine the broach to get the SPENCER
EMBLEM KEY. Oh baby where have you been all my life?!
------------------------------------------------------------------------------
Rescuing Rebecca / Unlocking the Spencer Treasure:
------------------------------------------------------------------------------
Items we will find:
Shotgun shells
Hand grenade
Metal object
Exit the animal head room and run around the stairs, finding your way to the
balcony of the dining room. Watch out, a pair of Hunters are making their
rounds here, but only one is in your way, and a single shotgun blast will
knock it down. Run by and exit into the foyer.
Run across the second floor and go into the Richard/Red/U hallways. Several
zombies and Crimson heads have teleported here since you were in the
Residence, but we have the boomstick, and their heads are so loosely attached
to their shoulders. Make them all pay...and enter the EASTERN STAIRWELL
(bright light!). Wait by the door and two hunters will leap to your position;
need I remind you how much the shotgun owns these two guys? Run down the
stairs and go through the fixed door (formerly the broken doorknob door, AKA
formerly known as Prince Jacob Heimer Smith Jr.). See the door with the fancy
smancy markings? Open it with the Spencer Key and enter his office.
*SCREEAMMMM* HAAAAAAAALLLLLLLP!!!!!!! *SCREEEEAAAMMMM*
Rebecca needs help! But she can wait. Turn on the light and collect the
shotgun shells in the drawer, the hand grenade on the shelf (it's semi hard to
see because it doesn't sparkle as usual) and the METAL OBJECT next to it.
Exit.
Go into the fixed door, back into the eastern stairs. Go into the safe room
and dump the metal object into the magic box. Run up the stairs and go into
the Richard/Red/U hallws, go up, and into the room where we originally got the
dog whistle. Rebecca cowers in fear as the slowest Hunter in history
slowly...walks...menacingly. Doing that Hunter jive. Three shotgun shells
later and Rebecca will be back to dry humping Chris as per usual.
******AND YES RESCUING REBECCA IS WORTH IT!*******
Without her, the last part of the game sucks worse than the Lakers (e.g. no
ultra cool Tyrant II fight).
------------------------------------------------------------------------------
The Tale of Two Books:
------------------------------------------------------------------------------
Items we will find:
Last Volume Red
Last Volume Blue
Shotgun shells x2
Dagger
Hand grenade
Battery
Magnum clip
Exit through the door Rebecca is closest to and run ALL the way down the
hallway and open the door here, far from the light of the chandelier. Use the
herb on the ground only if you're injured, we need every inventory space we
can muster. Unlock the door using the Helmet key.
In this squeezing room of fun, push the statue of the naked woman all the way
to the wall. Don't worry, the statue will keep you from getting killed by the
walls. Now backtrack and run behind the right wall, flick the switch to reset
the walls, do a quick 180 and run back to the statue in the middle. Push it to
its final resting spot (the dark square in front of the empty cavity) before
the walls come back and make you a Chris sandwich (I'd prefer a Jill sandwich
myself!). This causes a secret door to open, so go in and fall through the
hole in the floor. Collect the LAST VOLUME (red).
Here rests George Trevor...hey let's deface his grave! Push the button and
climb down the ladder. Uh...nice grave! More like underground hallways filled
with hairy spiders. In the fork, turn RIGHT and go all the way to the end and
collect the shotgun shells near the cardboard boxes (a LOT of people miss
these). Go back to the fork and turn left, going through the door.
Use the blue herb if you were poisoned, if not skip it. Kill these zombies so
easily it's not even funny, pick up the dagger, and run through the gate. OK,
this is the generator. It is in 4 inches of water and is, apparently, ruined.
"Reset power? Yes / no." Yes makes the power go back on. UHHHHH...sure. It's a
video-game --> as believable as zombies I suppose. :)
Try not to trip over the zombies and then unlock the door here. Well spank my
ass and call me Susie Anne Meyers...we're back in the kitchen! AND IT STILL
NEEDS MR. CLEAN ACTION! Regardless, go to the back, blow the zombie away and
activate the now working elevator (or lift for you British bastards). Take it
down to a hallway filled with 2-3 zombies, all but one that is easily avoided.
Ignore the herbs and the double door (since it can't be opened and the herbs
are a waste). Go through the single door to find a TREASURE TROVE! We get:
magnum clip, shotgun shells, hand grenade, and the BATTERY. Your inventory is
now full and should look like this...
1. Assault shotgun
2. Assault shotgun shells
3. Last volume (red)
4. Magnum clip
5. Battery
6. Helmet key
Exit the treasure room, blow away the zombie, and unlock the door. Another
surprise: we are back in the yellow corridor! And it's full of zombies and a
crimson. But you have the stick of boomdom, they shall cower from your powah!
Make your way to the room with the overly useless and ambitious trap (where
you got the Armor key near the start of the game). Unlock the door at the very
end using the Helmet key and discard when prompted, leaving you one precious
item space left. Go in and...UH OH!!!!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
BOSS FIGHT: Yawn
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Yawn bursts through a window behind you, so quickly do a 180 and climb down
the ladder. Yawn is just behind ya! The main trick to this battle is to keep
moving and stay in the direction he ISN'T looking at, and when he starts
looking at you maybe shoot one more shot then move somewhere else...simple,
yet effective. Try to be close enough so you can aim up at his head, however.
If you shoot there he takes more damage. Depending on where you hit him, he
dies in anywhere from 8-14 shotgun shells (the tail or body being the least
damage, head/neck being the most). You should have 20+ shells so this is no
problem.
As Yawn dies the bastard messes up the library!!! But he also reveals the
shiny object of our most secret desires: the LAST VOLUME II (blue).
------------------------------------------------------------------------------
Unlocking the "Catacombs":
------------------------------------------------------------------------------
Items we will find:
null
With Yawn's death we are finished with the Spencer Mansion proper. Backtrack
all the way across to the EASTERN STAIRWELL (if you need directions still you
should give up) and go to the safe room. Dump the two books and the magnum
shells, exit with this set-up...
1. Assault shotgun
2. Assault shotgun shells *
3. Battery
4. Crank (sorry)
5. empty
6. empty
* Depending on your skill, this number might be very low, or if this is your
first time, you might have no shells left after Yawn. With practice you should
have at least five reserve shells. But if you have none or very few, put the
magnum here.
Go through the fixed door and go into the gardener's shed, then through the
double doors. Run past the dogs, up the stairs, through the rusted door, down
the ladder, across the bridge, up the ladder, and take the elevator to the
waterfall area. Go to the broken elevator across the waterfall and put the
battery into the slot, then use the elevator, which returns you to the dog
garden area. Go to the area where you drained the water and use the crank to
make the water come back (hot and wet baby).
Return to the dog garden and use the new elevator to return to the waterfall
area. But instead of a waterfall, there is a gaping tunnel. And at the end of
this hot and steamy hole of love is...a ladder. What else were you expecting
you? Sick fuck.
==============------------------------------------------------================
************ Chapter Four: Catacomb Boredom ***************
************ ------------------------------------------------ ***************
************ / \ **************
============= ===============
I hate this part of the game, it is so boring and pointless. Also short,
thankfully. There is a total of four hunters, only two which really have to be
killed. There is a boss, but the flame-thrower will make it bow down. Then
there's useless puzzles. Oh well...go us!
------------------------------------------------------------------------------
Collecting the "Hexagonal Crank":
------------------------------------------------------------------------------
Items we will find:
Hexagonal Crank
As you climb down the ladder from the entrance go through the door that's
right there. Run all the way to the end of the various rooms until you find
that Enrico guy. Watch the cinema, inspect his body, and collect the HEXAGONAL
CRANK.
------------------------------------------------------------------------------
Collecting the "Cylinder":
------------------------------------------------------------------------------
Items we will find:
Herb
Flame-thrower
Survival Knife
Blue herb
First Aid Kit (health spray)
Cylinder
Attempt to exit Enrico's room and be careful as a Hunter bursts through the
door -- one shotgun shell will stun him, so run past. In the room with the
staircase two hunters will totally block your path, let them line up for you
and several shotgun shells or your magnum will put them down with ease. Run up
the stairs and exit back to the entrance of the catacombs.
Run forward to the safe area. Dump your magnum if you used it and also dump
the regular square crank, we don't need that anymore. Go up to the pillar and
use the HEXAGON CRANK on it to reveal the new path. Go across, collect the
herb before the door, and go inside. Here, take the FLAME-THROWER off the
hooks (this locks the door behind you). Run up to the huge boulder, do a 180,
and RUN as the Indiana Jones music plays (or it should) and the boulder rolls
behind you. Find safe haven by the door alcove and the boulder will slam into
the fragile wall, creating a new path to the...
=-=-=-=-=-=-=--==-=--==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
BOSS FIGHT: Giant Spider of Anti-Climatic Moments
=-=-=-=-=-=-=-=-=-=-=-=-=--=-=-=-=-=-=-=-=-=-=-=-=-=
You have the flame-thrower. He is an eight legged freak. Fire vs. hairy beast.
Who wins? I don't know, but 4-5 seconds of flames to the spider's body will
kill it with no effort. Viva la flame-thrower!
Collect the survival knife in the corner by the boxes and use it to slash away
the webbing blocking the exit door. Use the blue herb or green herb as needed.
Set the flame-thrower into the hooks and the next door will unlock. Oh great!
We get to use the HEXAGON CRANK on the hole THREE TIMES! Then the path will
open and oh no...another boulder *yawns*. Run to the now open path to avoid
the boulder. If you want, go to where the boulder was resting before it came
down to get a first aid kit (inside is a health spray). Go through the next
door and it's...
!!! ULTRA SUPER HAPPY PUZZLE TIME !!!
Another naked woman statue pushing puzzle, how quaint.
The objective is to push the statue back to its cavity. Problem: it's facing
the wrong way. Push it to the dark slit on the far wall, then use the HEXAGON
CRANK on the hole. This causes the statue to be pushed away from the wall by
the dark wall. Now push the statue away from the wall and on to the golden
circle in the middle of the room. This will turn the statue 90 degrees. Push
the statue off the golden ring, then push it back on to cause it to turn
another 90 degrees, finally facing the correct direction. Push the statue off
the circle and all the way to the cavity. Shove that lady in there baby.
Our prize? A cylinder. Gag me with a monkey spoon.
------------------------------------------------------------------------------
Collecting the "Stone and Metal Object 2":
------------------------------------------------------------------------------
Items we will find:
Shaft
Cylinder shaft
Green herb x2
Hand grenade
Broken flame-thrower
Jewelry box
Stone Ring
Stone and Metal Object
Backtrack all the way to the safe area at the start of the catacombs. On the
way back you'll find a Hunter, but the path is so wide open you should be able
to run around if you're fast. Arrange your inventory as so:
1. Cylinder
2. Metal object
3. Empty
4. Empty
5. Empty
6. Empty
Return to the foot of the ladder and go through the door, run down the stairs,
and go to the far side of the third room. Open the elevator console and take
out the SHAFT. Combine the shaft and cylinder to get the...CYLINDER SHAFT?
Makes sense in a sick sort of way. Insert this into the console and enter the
numbers: 4 2 3 1 in that order and the elevator will be operational. Going on
down...
Go through the door and welcome to the Lisa hallways. At the fork, turn left
and Lisa will appear on that side. But we really want to go on the right side
-- haha, tricked you stupid logic machine! Run down the short stairs and
collect the two herbs, combine for a super herb. Go back up the stairs and go
through the door on the left side. Here, push the crate onto the transport
machine and press the shiny red button to send it to a far away land. Climb
the boxes to find two shiny objects. One is a pistol clip, which is useless.
The other one is a hand grenade, which is fun even for blind people! So let's
get that.
Exit back into the Lisa hallway. Backtrack to the elevator.
Run down the wooden path, climb down the ladder, and get ready for some down
and dirty hardcore pushing action. Push the crate from the transport machine
to the crushing machine, then push the shiny red, M&M like button that flashes
in a seductive way (who could resist?). The box is crushed and the BROKEN
FLAME-THROWER is yours.
Go back to the Lisa hallway. Use the same trick (feint going left, but go
right) and activate the large phallic lever on the wall. This causes a set of
hooks to extend from nearby. Go down the stairs and follow the path, then set
the broken flame-thrower on the hooks to unlock the heavy iron door. Do you
need an invitation silly?
Go around this creepy room, into the sewers with the snakes that never hit you
unless you stop dead in your tracks and await 20 seconds. Into Lisa's bedroom
(mmm!) and collect the JEWELRY CASE from the shelf. Examine the case -- no
stupid puzzle required -- to collect the STONE RING. Combine the STONE RING
with the METAL OBJECT to acquire the...STONE AND METAL OBJECT. Yes.
------------------------------------------------------------------------------
Finding the Path:
------------------------------------------------------------------------------
Items we will find:
Stone and Metal Object 1
Eagle Medal
Wolf Medal
Climb the two ladders in a row to go through a secret trapdoor and be back in
Lisa's cabin in the courtyard. Dare I say, return to the mansion?
I'll wait.
Back yet? Great! Go through the blue door in the gardener's shed and collect
the STONE AND METAL OBJECT from the cavity (no need to go back to the
courtyard). Go through the LIGHT PUZZLE PAINTING ROOM, through the graveyard,
and into the foyer. Run down the stairs to the ground level and go behind the
staircase. Examine the heavy double doors to get the creepy sounds, then
insert both STONE AND METAL OBJECTS to unlock these mysterious doors. Don't be
afraid...run on in!
Rush down the stairs and open the item box, taking out both LAST VOLUME BOOKS
(red & blue). After running down 3,123 sets of stairs and ladders you will be
in the altar where Lisa's mom is buried. Wesker will distract Lisa, allowing
you to push all four pillars off the side. When all four are down Lisa will
throw herself off the side and the door will open.
At the end of all of this fancy smancy stuff is a huge water fountain with two
large statues on either side. One is a wolf, the other is an eagle. Examine
the middle pages of both books and you will find the EAGLE MEDAL from the red
book and the WOLF MEDAL in the blue book. Insert each medal into their
appropriate place and the fountain/lake will drain, revealing a secret
elevator at the end of a spiral staircase.
Going on down...
==============------------------------------------------------================
************ Chapter Five: Hidden Agendas ***************
************ ------------------------------------------------ ***************
************ / \ **************
============= ===============
Disc 2. If you know what you're doing, all of this takes about 10 minutes.
Remind me again why they didn't make each disc for the specific character?
E.g. Jill Disc and Chris Disc. Oh well, too much logic I suppose!
------------------------------------------------------------------------------
Collecting the "Power Key":
------------------------------------------------------------------------------
Items we will find:
Hand grenade
Power key
Climb down the ladder to the safe room, leave with the following.
1. Magnum
2. Assault shotgun
3. empty
4. empty
5. empty
6. empty
Exit the safe room. In my run I had five hand grenades and 4 knives...so
zombies won't be a problem! You could kill them all with hand grenades, but
it's not necessary since they're cake to dodge. Run down the stairs and open
the double steel doors.
Turn to Chris's left and shoot the zombie with the magnum, instant decap. You
could also use a hand grenade, but make sure this zombie is dead. Run down the
corridor and open the double doors here.
Run behind the body bags hanging in the freezer and get the hand grenade off
the shelf (shiny thingy). Then go to the computer and it's time for some l337
|-|4x0r1Ng. Oh god yes.
Login Name: JOHN
Password: ADA
I love these sound effects.
Unlock floor B-2F. Password: CELL
Unlock B-3F. No password required. Cancel, exit. We just unlocked two doors,
hooray. Exit the room, backtrack to the long stair area with the zombies, and
open the door in the back.
Go to the white console on the wall. Password: 8 4 6 2
Bing! Go the secret entrance that opens and acquire the POWER ROOM KEY.
------------------------------------------------------------------------------
Restoring power to the lift:
------------------------------------------------------------------------------
Items we will find:
Shotgun shells
First aid kit (green herb)
Fuel supply capsule
Nitro core
Hand grenade
Backtrack down the stairs and go down the corridor to Chris's left and ignore
the double doors and go to the two locked doors, unlock them both using the
power key and then discard as prompted. GO into the double doors and push the
shelf back, then pick up the box of shotgun shells on the side. Exit and go
through the single door this time.
Go straight and you will be in a naked zombie sandwich (ewww). One guards the
broken elevator and will disappear later, so just kill the one guarding the
Chimera halls. One magnum round will send his head rolling. Go into the
Chimera halls.
In the first room go up (Chris's right) and use another magnum round to send
the Chimera here flying back. Go up to the console and pick up the FUEL SUPPLY
CAPSULE. Run back to the double steel doors that lead to the zombie stair
area. Go through the door to the left of this, pick up the first aid kit box
(ripoff of one green herb inside) and go into the other door (not the x-ray
room).
OK this zombie needs to put some pants on! Send it to zombie paradise with a
magnum round, then insert the capsule into the refueling station. Now WALK
(try running if you want some explosive death suicide fun action!) all the way
to where the capsule was. Insert the capsule to restore energy. Now run
through all the Chimeras (picking up the hand grenade if you want, it's in a
corner of the red room. You may get mauled trying to get it though) and in the
final orange room you must push the button on the computer to reactivate the
elevator.
------------------------------------------------------------------------------
Fighting the Tyrant I:
------------------------------------------------------------------------------
Items we will find:
Shotgun shells
Health spray
Return to the broken elevator except be sure to take a detour into the safe
room right before. Pick up the health spray and shotgun shells. Exit with the
following:
1. Magnum revolver
2. Magnum clips
3. Assault shotgun
4. Assault shotgun shells
5. Health spray
6. empty
Take the elevator down, down, down.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
BOSS FIGHT: Tyrant I
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
This guy is a bad ass! And I love Chris's game -- always a skewered Wesker
hahah!
This fight is easy because the Tyrant is just waking up. Run past his right
side to get behind him right at the start. Go to the corner and for some
reason Tyrant will sit there, allowing you 3-4 free shots with whatever weapon
you want. After he starts moving you better too, fall back down the side of
the capsules holding immature Tyrants and give the Tyrant coming your way
everything you have. He should fall right before he gets to you. It takes
roughly 7 magnum rounds or 9-10 shotgun shells to kill him (try aiming up with
the shotgun for more damage once he gets close, then you can do as many rounds
as the magnum). It's easy to not even get hit here.
After the fight, deactivate the locking mechanism and wake up Rebecca.
------------------------------------------------------------------------------
Escaping the Spencer Mansion:
------------------------------------------------------------------------------
Items we will find:
Fuse
Signal Rockets
Run to the start of the laboratory, Rebecca will set off the emergency self
destruct system. Climb the ladder in the first safe room and open the heavy
doors that are now unlocked. Run all the way to the end and grab the fuse.
Insert the fuse in the elevator's electrical plug and take the elevator up.
Take the signal rockets and use it on the ground and...!
------------------------------------------------------------------------------
The Final Confrontation AKA TYRANT II BATTLE:
------------------------------------------------------------------------------
Items we will find:
ending?
This is really fun to mess around with. Allow the Tyrant to grab Rebecca and
you can splurge all your magnum bullets into him at once, doing serious
damage. Then switch to the boomstick and let him have it. Don't let him hold
Rebecca too long or he will do a really sick and sweet looking skewering of
her that made Wesker's death look normal by comparison. You should see it at
least one...lol!
The trick is to use Rebecca to make sure the Tyrant is always distracted by
her so you can stay nice and healthy. If he starts walking towards you...RUN!
He's gonna do that running bitch style smack of death that sends you flying 30
feet, which is not a good thing in most circumstances. Also, it can be amusing
to let him grab you. Usually he would instant kill you with his 5 foot sword
arm, but if you have grenades or knives you can actually deal him a lot of
damage.
Chris can take 2 hits from Tyrant and live, 3 = death. Use healing items after
2 hits of any kind.
After he takes enough damage or you stall long enough, Brad drops the rocket
launcher of Tyrant ownage. Sometimes he can block it, but he's only delaying
the inevitable.
Game over man, game over.
==============================================================================
5. VARIABLE TREE
==============================================================================
CAUSE: Letting Richard die to snake poison
EFFECT: When you reach plant 42 you will take control of Rebecca and be forced
to make the J-VOLT chemical, which is boring and pointless. Especially
since Chris will have to fight plant 42 anyway.
CAUSE: Not saving Rebecca from the hunter
EFFECT: No Tyrant II fight. This will make baby Jesus cry and throw a tantrum.
CAUSE: Collecting all 3 MO discs and rescuing Jill via the Gamecube consoles.
EFFECT: Slightly "better" ending where Jill talks some and uh...yeah, it's not
worth it! Maybe do it once just to see it. 2 MO discs are out in the
open in the Umbrella Labs, the other is obtained by getting the YELLOW
GEMSTONE (same room and method as the red gemstone) and putting it in
the tiger statue.
The GameCube consoles are what you put the MO discs into to deactivate
one of the three locking mechanisms. One is on a desk near the door to
the room where the power key is. Another GameCube is in the red room
of the Chimera hallways (from the entrance, go straight ahead and
you'll find it in a dead end). The last GameCube is in the other door
unlocked by the power key that I ignore in the walkthrough. You'll
need to kill some Chimeras and push some shelves to get to it.
==============================================================================
6. HARD AMMUNITION LISTS
==============================================================================
I will only list ammunition for the shotgun and magnum, for Chris's hard mode.
There is no need to even list the handgun clips...
------------------------------------------------------------------------------
Magnum Revolver:
------------------------------------------------------------------------------
1. First clip is in the magnum when you find it.
2. Second clip is in the aqua ring. After draining the water there is a room
full of trash bags and boxes. Look at the floor, and wait. See it? A
flashing icon of ORGASMIC PLEASURE! It's so easy to blend in because it
looks like a reflection. But it is, in reality, the most often missed
magnum clip in the game...mainly because it is only there as Chris, on hard
mode.
3. Same room as the battery pack.
Total: 18 magnum rounds
------------------------------------------------------------------------------
Shotgun / Assault Shotgun:
------------------------------------------------------------------------------
1. Shotgun by default (six shells)
2. Assault shotgun by default (10 shells)
3. There's a box in the seemingly empty square of land in the graveyard. Keep
checking the far back corner, you'll get it.
4. Push the statue in the second floor of the dining room so it crashes and
breaks. Pick up the blue gem from the debris and insert it into the tiger
statue (across from the Keeper's bedroom). Result: box o' shottie shells.
5. Found in the gardener's shed right before the courtyard.
6. Found in the gardener's shed after Wesker does his second drop.
7. Found in the Spencer office room, the one that requires the Spencer Broach
Key (search the desk drawer).
8. In the secret tunnel found beneath George Trevor's grave that has all the
spiders, there is a fork in the path. Turn RIGHT and go all the way to the
end to find a pile of cardboard boxes. Search these for the shotgun shells.
This is missed by most people.
9. The treasure trove where the battery is located.
10. Go through the double doors in the laboratory that requires the power key.
Push the shelf out of the way and the shotgun shell box will be shining
brightly in the corner.
11. Last safe room, located near the elevator that leads to Tyrant I.
Total: 70 shotgun shells
==============================================================================
7. REVISION HISTORY
==============================================================================
Note: Newer updates will appear on top, pushing older updates towards the
bottom.
------------------------------------------------------------------------------
Sunday, May 26th, 2002 (Version 1.0):
------------------------------------------------------------------------------
Version 1.0 released.
==============================================================================
8. LEGAL / END NOTES
==============================================================================
This FAQ cannot be used in magazines, guides, books, etc. or in any other form
of printed or electronic media involved in a commercial business, in part or
in whole, in any way, shape, or form, PERIOD. It may not be given away freely,
as a "bonus" or "prize", or given away with the game itself, etc. This FAQ
cannot be used for either profitable or promotional purposes, regardless of
the situation. Breaking any of these rules is in direction violation of U.S.
and international law. Any characters, names, places, or miscellaneous objects
are copyright their respective companies. I am in no way affiliated with
Nintendo, Capcom, nor any companies that were/are involved with this game.
This document is (c) 2002 marshmallow (David Gibbons)
All rights reserved
~ End Document ~